pub trait GlyphPositioner: Hash {
    // Required methods
    fn calculate_glyphs<F, S>(
        &self,
        fonts: &[F],
        geometry: &SectionGeometry,
        sections: &[S]
    ) -> Vec<SectionGlyph>
       where F: Font,
             S: ToSectionText;
    fn bounds_rect(&self, geometry: &SectionGeometry) -> Rect;

    // Provided method
    fn recalculate_glyphs<F, S, P>(
        &self,
        previous: P,
        change: GlyphChange,
        fonts: &[F],
        geometry: &SectionGeometry,
        sections: &[S]
    ) -> Vec<SectionGlyph>
       where F: Font,
             S: ToSectionText,
             P: IntoIterator<Item = SectionGlyph> { ... }
}
Expand description

Logic to calculate glyph positioning using Font, SectionGeometry and SectionText.

Required Methods§

source

fn calculate_glyphs<F, S>( &self, fonts: &[F], geometry: &SectionGeometry, sections: &[S] ) -> Vec<SectionGlyph>
where F: Font, S: ToSectionText,

Calculate a sequence of positioned glyphs to render. Custom implementations should return the same result when called with the same arguments to allow layout caching.

source

fn bounds_rect(&self, geometry: &SectionGeometry) -> Rect

Return a screen rectangle according to the requested render position and bounds appropriate for the glyph layout.

Provided Methods§

source

fn recalculate_glyphs<F, S, P>( &self, previous: P, change: GlyphChange, fonts: &[F], geometry: &SectionGeometry, sections: &[S] ) -> Vec<SectionGlyph>
where F: Font, S: ToSectionText, P: IntoIterator<Item = SectionGlyph>,

Recalculate a glyph sequence after a change.

The default implementation simply calls calculate_glyphs so must be implemented to provide benefits as such benefits are spefic to the internal layout logic.

Object Safety§

This trait is not object safe.

Implementors§